Finding usability problems through heuristic evaluation
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Extreme programming explained: embrace change
Extreme programming explained: embrace change
Usability Engineering
Agile Software Development with Scrum
Agile Software Development with Scrum
Mobile-D: an agile approach for mobile application development
OOPSLA '04 Companion to the 19th annual ACM SIGPLAN conference on Object-oriented programming systems, languages, and applications
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In the last years publishing industry and editorial boards are experimenting big changes, with a sustained growth in sales and use of new e-reading structures and products. This exponential growth involves reading through mobiles devices and tablets, a new environment with new challenges. However, the readers often need some training and skills developing to use these devices with a successful reading experience. In order to train and evaluate the training impact in readers, this paper shows a complete mobile application development process that integrates, compares and evaluates three methods to teach the potential readers in e-reading and technological skills. The application allows the extraction, monitoring and analysis of analytical variables about reader's behavior following the three teaching methods. Thus, the application provides an environment to capture all need data related to e-reading through mobiles devices. The final goal of the research is determining the main e-reading capabilities to teach users and providing an expert e-reading committee the necessary data for the evaluation of user learning as social reader.